|
On October 21 2011 02:45 zyzski wrote: any chance of protoss getting an earlier defensive structure of some sort?
spawning pool -> sunken barracks -> bunker gateway -> ???
Ya, i want nexus upgradable to have a tesla coil on it. :D +dmg vs bio
|
My question would be:
Terran (to me) is the "forgiving race", a lot of mistakes you make, you are forgiven and can fix them:
Forgot to build workers? MULE's! Forgot to throw MULE's on time? Doesn't matter, their "effect" stacks up to a ridiculous amount. Built to little production facilities which can produce basic units? Doesn't matter, just switch those you have to reactors and pump away. Forgot to build supply depots? Supply drop. Built CC one square off? Lift + Land, fixed. Not able to get into the enemy base, because they denied scouting by land / air? Scan! Killed the enemy airforce? Land your vikings and still do a lot of good damage.
Those are mechanics which the other races (largely) do not have, which forgive mistakes in terran play. Was this intentional, or did they just add them one by one unnoticing how little this punishes mistakes in the play?
Oh and another question: In BW marines by far did not stack as much as they do in SC2, due to better pathing and so on. Thus in BW not so many marines could shoot at the same target at the same time. Is the DPS of the marine ball in SC2 maybe too high, because of this or do they feel everything is allright with the marine (DPS, cost (buildtime, minerals + supply))?
|
You have clearly shown through past changes that you want the game to be played in a way you see fit, unrelated to balance. Blue flame was nerfed so both bio and mech could be viable strategies. Strike cannon was nerfed because you didn't like seeing mass Thor vs Protoss. You have clearly stated you want Marine Marauder to be the standard composition in all matchups.
Through the history of Starcraft, it is clear that no matter how hard you try at balancing, the game at the top level will always converge to a small set of unique strategies, with the others being unviable. But in Starcraft 2, you have tried to give multiple options, especially to Terran, which in my opinion has made Terran too versatile. Do you feel this design decision has given you a headache on how to balance the game?
For example, for air and mech to be comparable to bio, you have to have units which are comparable to marines. This has lead to tanks and banshees to be absolutely awesome. Hence, we are left with the 1/1/1 all in which beats Protoss 80% of the time, and is a nightmare to fix with a patch.
|
What is the reasoning behind zerg being the race with fewest casters by quite a large margin - but more importantly, being the only race with a caster (infestor) being completely useless without energy, and at the same time zerg being the only race without an energy drain?
|
Why do Marines have 5 more hit points than they did in Brood War?
|
On October 21 2011 02:50 aRRoSC2 wrote: being the only race with a caster (infestor) being completely useless without energy + Show Spoiler +
High templar is not amused.
|
On October 21 2011 02:50 Fanatic-Templar wrote: Why do Marines have 5 more hit points than they did in Brood War?
Because that is th only logical thing to do after reducing zealot and zergling damage
|
Can you ask if they plan on adding an automated tournament system like they had in WC3? I miss this so much
|
On October 21 2011 02:52 Daralii wrote:Show nested quote +On October 21 2011 02:50 aRRoSC2 wrote: being the only race with a caster (infestor) being completely useless without energy + Show Spoiler +High templar is not amused.
Ya man, I duno what hes thinking Raven Mothership loses to like.. 6 rines im pretty sure.. even with energy Sentry wet noodle attack causing you problems?
Only caster that IS good without energy is ghost
He may have been under the assumption that HT can morph into archon and be ready after the battle is over?
|
I would like to know if they have any plans to decrease the morph time of archons so that if the HT get EMPd the archons can actually join the battle?
|
On October 21 2011 02:54 Roxy wrote:Show nested quote +On October 21 2011 02:52 Daralii wrote:On October 21 2011 02:50 aRRoSC2 wrote: being the only race with a caster (infestor) being completely useless without energy + Show Spoiler +High templar is not amused. Ya man, I duno what hes thinking Raven Mothership loses to like.. 6 rines im pretty sure.. even with energy Sentry wet noodle attack causing you problems? Only caster that IS good without energy is ghost He may have been under the assumption that HT can morph into archon and be ready after the battle is over? And then be killed by 4 marauders, which leaves you without two HTs and an archon.
|
On October 20 2011 23:38 Sanchonator wrote: why are ghosts still in this game?
Well to remove them you just have to remove the storyline of the Starcraft lore. Does the name Kerrigan rings a bell for you my friend? (and this is Dustins's answer)
|
On October 21 2011 02:39 Demonhunter04 wrote:Show nested quote +On October 21 2011 02:37 Daralii wrote:On October 21 2011 02:32 Demonhunter04 wrote:On October 21 2011 02:23 Daralii wrote:On October 21 2011 02:21 ProxyKnoxy wrote: Opinion on spells that take away from micro and consequently the skill gap - fungal, forcefields, emps, etc. I don't see why so many people insist on asking Blizzard about this since they've been in SC since its inception. Lockdown, Stasis, Plague, etc. Thing is, Lockdown was a single target spell, Stasis Field is super high tech (comparable to vortex), Maelstrom is another high tech ability that only works on biological units, and Ensnare is usually a waste of queen energy (you said plague but plague is the defiler DoT) I brought up plague because it always brings affected units to 1 health. You can't mitigate the damage through micro. The excitement was seeing if the plague would land or not, or if vessels would Irradiate the defiler in time. And of course the plagued player would retreat that portion of his army. It's not like fungal which just roots you in place at least.
yeah. I'm really not a fan of a lot of these spell choices, especially given smart cast. Fungal is an example of a spell that was given to zerg and then buffed because of the lack of dps, and no real splash. But instant cast shit that's really easy to land brings the skill ceiling way down and hurts the game. It was a lot better when fungal was more of a snare, but instead of increasing dps elsewhere they decided to make fungal that change. Forcefields could also be a lot more dynamic instead of protecting a poop gateway army that's only protecting the heavy hitters anyway. Just flawed design on both fronts.
The problem isn't smart-cast (it's never going to be changed anyway), it's the spells themselves. Fungal/forcefield are the biggest issues in this department, since they're in the game to put tape over serious wounds that need to be addressed in smarter ways.
Maybe come up with a question or two about this problem?
|
the defensive structure for protoss is clearly "forcefield".
|
On October 21 2011 02:26 Hypatio wrote: When will blizzard get rid of the horrid popularity contest for custom maps? This. I'm wondering if they even see a problem with it or not and if maybe they can give a rundown of what they see wrong with it, and how they would fix it.
|
Are they aware that if they don't listen to the top tier players regarding balance and actually fix things are hurting the game(marines come to mind) that the game will die when the next big game comes out (could still be 10 years...) Look at wc3 and blizzard being too stubborn to balance the blademaster, that one unit alone ruined an entire games scene.
|
Are you going to work faster on the balance changes?
|
Spell Animations and Spectating Excitement
In Wings of Liberty, a decision was made to omit attack animations from casted spells (excepting the infested terran). One PTR tested fungal having an animation, but it was not implemented. What was the reasoning behind this decision? Was it mainly lag/lack of LAN latencty, or were there other reasons?
Many fans feel that a lack of spell animations (EMP/Fungal/etc) is bad for two reasons: 1 - It's confusing for new spectators since they don't know who is doing what 2 - It reduces the excitement when a spell successfully lands because a. It's too easy to anticipate/micro a spell to land and thus it happens often and is not exciting b. Because it is easy to land, the spell's power must be nerfed, making it less exciting even when damage is maximized.
In light of this reasoning, would you consider giving spells animations in the 'final' version of professional, spectated SC2? Why or why not?
|
On October 21 2011 03:02 DeadBull wrote: Are you going to work faster on the balance changes? Or take you time and let the players work it out?
|
United States7483 Posts
On October 21 2011 02:57 minimalistic wrote:Show nested quote +On October 20 2011 23:38 Sanchonator wrote: why are ghosts still in this game? Well to remove them you just have to remove the storyline of the Starcraft lore. Does the name Kerrigan rings a bell for you my friend? (and this is Dustins's answer) 
You could just deus ex machina them like they do everything else.
"Mengsk got tired of ghosts betraying him and deleted all of the training information on how to train them, and had all of the ghosts that work for him executed/imprisoned."
|
|
|
|